Author Topic: Battle Armor of the Week - Fenrir  (Read 21836 times)

sillybrit

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Battle Armor of the Week - Fenrir
« on: 14 December 2011, 02:10:39 »
Fenrir Battle Armor - Technical Readout 3058U page 37



     The Fenrir Battle Armor is a mixture of highs and lows. On the one hand it has incredible firepower and a high ground speed, but on the other hand it lacks jump capability and its armor is pitiful, especially by the standards of other Assault suits. Firmly establishing the Lyran's trend towards quad designs, the Fenrir can be viewed as an upgunned and faster version of the Sloth, which isn't exactly a stunning pedigree given the poor performance of that suit. At least the Fenrir looks better, although again the Sloth doesn't set a high benchmark.

     Another of the early Battle Armor designs that first appeared in the Field Manuals, in this case the one for the Lyran Alliance, the Fenrir was labeled as an Assault class suit from the beginning; although at the time we had yet to see any construction rules to put this into context. Development of the Fenrir began in November 3057 at the behest of Katherine Steiner-Davion as just one measure to underline the independence of the newly formed Lyran Alliance, after she'd led them to secede from the Federated Commonwealth. Basing their new design upon the Sloth rather than an entirely new concept, this could perhaps be viewed as a lack of imagination or maybe even inexperience on behalf of the Lyran designers, but more likely it was a simple desire to get a viable design into production as soon as possible. The Sloth's entry in Technical Readout 3058U does appear to support the latter view, since it's noted that the Sloth's NAIS design team was mostly staffed by Lyrans, although it doesn't preclude the possibility that it was the Suns personnel that drove most of the FedCom's Battle Armor development, in particular for the technology needed for bipedal suits.

     The ability of quad suits to carry a heavier payload than equivalent bipedal suits was a key feature for the Lyrans, and they opted to push this side of the armor, firepower and mobility triangle over the other factors. Able to mount no less than 800kg of weaponry, the shining star of the initial configurations was the Medium Pulse Laser, which was the largest weapon available to Battle Armor at the time. Another innovative feature was the introduction of the Configurable Turret Mount, which mimics both the flexibility of the Modular Weapon Mount and the turrets used for centuries by armored vehicles. The latter is an apt comparison given that the Fenrir - like the Sloth before it - is driven more like a vehicle than worn like a suit, with the driver or pilot sitting in a cramped cockpit. As shown in the recent errata for the Tech Manual, turrets now provide additional internal volume, instead of absorbing existing space, providing much needed extra equipment slots at the expense of the mass required for the turret mechanism.

     One improvement of the Omni-like turret system over the modular system used on bipedal suits like the Elemental or Inner Sphere Standard, is that more than one weapon can be installed up to the limits of the available mass and turret space. In the case of the Fenrir, as an alternative to the Medium Pulse Laser, this capacity allowed for double and even triple arrays of lighter weapons, or bulky multi-shot, multi-tube missile launchers. Altogether, this provided the suit with an incredible level of firepower, greater than any other Battle Armor available at the time. For RPG scenarios, installing the weaponry in a turret also saved the Fenrir from the ignominious fate of the Sloth, which could often find itself outflanked by the enemy, and unable to return fire even as it took hits to its sides and rear.

     Matching the increase in firepower over the Sloth, the Fenrir also benefited from an increase in mobility, pushing its ground speed to the limits of the Assault quad chassis. Capable of moving a third faster than the Sloth, the Fenrir can even keep pace with many of the Heavy and Assault 'Mechs and tanks in the LAAF's ranks, as long as they keep to walking or cruising speed. This was a useful improvement given that quad suits are incapable of using Mechanized Battle Armor tactics, but sadly the boost in mobility was not enough to make the Fenrir any more difficult to hit on the battlefield. Both the Sloth and Fenrir suffer doubly from the lack of jump jets, losing out on the targeting penalty that jumping imposes, as well as struggling to cope with rough terrain such as hills and woods, which can often limit their ability to dart from cover to cover while retaining a Target Movement Modifier.

     The Fenrir's poor ability to dodge enemy fire only heightens the design's vulnerability due to its awful level of protection. Mounting a mere five point of armor, the Fenrir can be destroyed by the same weapon that comprises its heaviest configuration, and the strong possibility of LAAF units encountering the Clan version of the Medium Pulse Laser did not bode well for the Fenrir's survivability. Despite this obvious weakness, the LAAF chose to put the Fenrir into production in January 3060 after fifteen months of testing, with troopers assigned to the Fenrir given instructions to attempt to overwhelm the enemy through firepower before their Battle Armor's defensive flaws can be exploited. While this might work well in-universe, within the artificial constraints of the BattleTech combat system, the simultaneous nature of attacks cannot prevent return fire in most situations. This forces Fenrir players to either accept heavy losses in the hopes of inflicting greater damage, or they have to very carefully control when and who they attack, looking for enemy units already heavily engaged or foes that they can outrange or that lack the ability to deal out heavy damage in return.

     Unfortunately for the Fenrir, based upon my experience of both using and facing the design in combat, most players are well aware of its peculiarities, often resulting in it being targeted early in the fight, before its opponents find themselves heavily engaged against other units. The possibility of taking out what is effectively a light 'Mech in firepower terms by inflicting just 24 points of damage is just too good an opportunity to overlook. For this reason, some players prefer to only use it in scenarios where they can use the Hidden Unit rules, at least allowing their Fenrirs a good chance of getting in at least one solid attack before being destroyed. If you have access to some fast APCs with the bay capacity to handle Assault suits, you can instead hold your Fenrir suits out of range of the enemy until battle commences, and then dash in to exploit an opportunity, but that tactic has its own risks. The safest scenarios for the Fenrir can be ones where they're almost an afterthought, operating alongside large numbers of heavyweight 'Mechs, however that can make the Battle Armor all but pointless compared to the combat capability already available.

     The Fenrir's initial armament configurations offer a variety of useful options, able to address both infantry and armored targets. The primary anti-armor selections are the impressive Medium Pulse Laser and what was the largest missile launcher seen on a Battle Armor design up to that time. Possessing no less than four SRM tubes with four salvos loaded in the magazine, the Fenrir's missile configuration is particularly powerful against vehicles, able to cripple and destroy many opponents with a single shot. When equipped with Infernos, a Fenrir SRM squad can be brutal against infantry - both conventional and Battle Armor alike - with an average salvo able to kill an entire platoon of PBIs or three suits of even the most heavily armored suits, barring certain fire resistant designs. The Fenrir's lighter weaponry choices can be just as powerful, but their lack of range can be a major hindrance. The twin Small Pulse Laser configuration shares the accuracy of the Medium version and adds greater capability against infantry, while the triple Small Laser and triple Machine Gun arrays offer a savage attack against infantry while remaining effective against armor. Although short ranged, the Small Laser configuration offers the greatest potential damage, keeping it a popular choice for close quarters combat.

     Technical Readout 3058U introduces two more configurations, which are first deployed in 3064, with one of them being the best possible armament choice for the Fenrir in my opinion. The Extended Range Medium Laser is a hard hitting weapon, but more importantly its 12 hex range allows the Fenrir to stand off out of reach of many lighter weapons, reducing the amount of return fire even while it punishes the foe. What is dubbed the Mortar configuration is less than impressive, fielding a Heavy Mortar alongside a single Machine Gun. While such an armament sounds like a good choice - at least judging by the standards of real world weaponry - within BattleTech, the Battle Armor-scale mortars lack indirect fire capability and can use only simple HE rounds. With only mediocre damage, albeit with good capability against conventional infantry, and average range for Battle Armor weaponry, the mortar is a poor investment of the hefty 400kg it requires. At the very least the Mortar configuration does show that Configurable Turret Mounts can carry mixed armaments, but that's the best that can be said of it.

     The last configuration appears in Record Sheets 3058U Clan & Star League as a development of the Jihad, being added in 3071 to exploit new laser technology created by the Blakists. Whether the VSP model at first used captured Small VSPs or ones built in Lyran factories isn't clear, but at some point the Lyrans will obviously have to start building the weapon if this configuration is not to fade away. Like the Mortar configuration, the Small VSP is backed up by a smaller weapon, in this case the rather anemic Automatic Grenade Launcher. While the configuration does offer an interesting change from more common weapon choices, it offers little in the way of improved performance. Oddly, there's no flamer configuration, which would have offered a powerful heat attack as well as truly horrifying anti-personnel capability, nor has the LAAF exploited the availability of the various Battle Armor-scale electronic systems, such as TAG and ECM.

     The Fenrir only has a single variant, an experimental prototype at that, which was published in Experimental Technical Readout: Steiner. The Fenrir "Longshot" continues the design's trend of mixing the good with the bad, although it is at least more heavily armored than the standard model, if only marginally so. Removing the turret to free up mass, the engineers mounted no less than 10 Clan-specification LRM tubes, split between two launchers, allowing the Longshot variant to inflict decent damage at incredible range for Battle Armor. Unfortunately, the armament is supplied with a mere pair of salvos for each weapon, which can force the trooper to hold fire until the range closes and thus accuracy increases. Of course, the trooper could opt to stagger the shots, halving firepower to double duration, but a better choice would have been either a single launcher or smaller versions, freeing up mass and space for a greater number of shots.

     The Clantech missile launchers are not the only experimental technology installed in the Longshot, with the addition of a C3 system that was reverse-engineered from captured Blakist equipment. Rather than using the Longshot purely as a C3 spotter, I would exploit the system to allow it to place accurate long range shots until the magazines run dry and only then attempt to move in closer to provide targeting data for other units in the network. That said, the Lyrans currently possess so few of the prototypes that really they can't afford to be risked, so once the missiles are gone, the suits should be withdrawn.

    While the Fenrir's weaponry and ground speed may be impressive, overall the key advantage of the design is that it's fielded by the army that believes in the famed Wall of Steel. With massed ranks of LAAF Heavy and Assault BattleMechs and tanks leading the way and distracting the foe, the Fenrir's poor protection is less of a liability, but inevitably sooner or later an enemy unit will focus its attention and the Battle Armor will melt away like ice in a heat wave. I know players who like the Fenrir, and it can sometimes perform well, but those times are typically few and far between, and for me it's simply another example that the Lyrans just don't get Battle Armor. The Fenrir could so easily be improved while retaining much of its current character, but instead it remains a heavyweight boxer with a glass jaw.

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SCC

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Re: Battle Armor of the Week - Fenrir
« Reply #1 on: 14 December 2011, 04:10:54 »
Am I missing something in the construction rules about quad BA being lighter or something or does it have to do with the bonus point of movement?
Thankfully this is one of the sample work-through's so improving on it easier
First up would be switching to advanced armor, that sixth point of armor is worth it and the final 10kg may come in handy later one

Next up you have several choices
  • Dropping a point of ground MP for additional armor yields 4 points, bringing the total up to gold standard of ten
  • Ditch the turret, this allows us to mount 2 more points of armor
  • Those who want the extra armor of #2 above but don't want to lose the omni like abilities of the turret can go for the most radical of all these upgrades: switch to using 800kg of Battle Armor Detachable Weapon Pack (DWP), in addition to the 2 armor points above, 150kg is shaved of, that plus the 10kg mentioned above allows for 4 more points of armor, however this is not without draws backs, using a DWP means losing 2 MP, so I advise against mixing this with #1, note that multiple DWP will be needed for multiple weapons

iamfanboy

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Re: Battle Armor of the Week - Fenrir
« Reply #2 on: 14 December 2011, 04:40:35 »
It was the looks of the Fenrir that made me want to play with Inner Sphere BA.

And it was the performance of said Fenrirs that turned me against battle armor for a long time.

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Re: Battle Armor of the Week - Fenrir
« Reply #3 on: 14 December 2011, 06:05:20 »
Don't forget that the Turret affects your field of fire. Losing it means losing the ability to cover your own ass.
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Re: Battle Armor of the Week - Fenrir
« Reply #4 on: 14 December 2011, 06:48:26 »
The Fenrir always seemed like a suit that would benefit from an LRM configuration. Out of curiosity, how many tubes could you fit on one, does anyone know?


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Adgar76

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Re: Battle Armor of the Week - Fenrir
« Reply #5 on: 14 December 2011, 07:03:12 »
The turret only has 3 equipment slots, so all you could mount is an LRM 2 with 4 reloads.. not exactly a great loadout..
« Last Edit: 14 December 2011, 07:06:37 by Adgar76 »

peter crowley

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Re: Battle Armor of the Week - Fenrir
« Reply #6 on: 14 December 2011, 09:47:05 »
I've used the fenrir suit to great effect in some games. Its armor is a problem but in some terrain this can be mitigated. As a long time lyran player i don't get many options for battle armor selection so the fenrir is the only option to get some heavy battle armor firepower.
It is one of the best battle armors to be used in a city where the ability to move quickly through buildings and the cover provided completely removes the problem of the armor. I like using companies of 12 in cities.
If you remove the modular weapons mount you can mount an LRM 5 and 12 reloads though this would require a complete rebuild. Still wouldn't be a bad variant to support lyran battle armor formations.

sillybrit

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Re: Battle Armor of the Week - Fenrir
« Reply #7 on: 14 December 2011, 09:54:46 »
Am I missing something in the construction rules about quad BA being lighter or something or does it have to do with the bonus point of movement?

Quads don't get any direct mass savings, although their free ground MP can equate to a saving compared to a bipedal suit of the same ground speed.

Quote
don't want to lose the omni like abilities of the turret can go for the most radical of all these upgrades: switch to using 800kg of Battle Armor Detachable Weapon Pack (DWP) ... however this is not without draws backs, using a DWP means losing 2 MP

Detachable Weapon Packs do not provide an Omni capability, they just allow a heavier fixed weapon payload at the cost of reduce mobility. Due to the mobility loss being -2 MP for Heavy/Assault chassis, but a result of 0 being increased to 1 MP, you'd either want to keep the base movement at 4 MP or reduce it to the chassis minimum of 2 MP. The resulting suit would be an equivilant of the Grenadier/Hauberk/Kanazuchi style of slow Battle Armor, but arguably the Lyrans are into fast Battle Armor.

I'd suggest posting your ideas in the Fan Design section to avoid getting into too much detail here. I have a different approach to the Fenrir's armor issue, which I'll also post.

It is one of the best battle armors to be used in a city where the ability to move quickly through buildings and the cover provided completely removes the problem of the armor.

I'd disagree that urban combat completely removes the armor problem. At best it mitigates the issue by increasing the chances of getting into firing range without taking fire first from longer ranged opponents. However, given that combat is simultaneous, unless you happen to backstab a 'Mech or vehicle with limited or no firepower to its rear, you're still going to be shot at once you're in a position to open fire. Once the Fenrir starts taking fire, it crumbles quicker than any other Assault suit.

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Re: Battle Armor of the Week - Fenrir
« Reply #8 on: 14 December 2011, 11:34:38 »
Can equipment be mounted in a Turret, without doing a lot of shoehorning and kerfufling? I'm wondering if one could fit in a Camo (doubt the Lyrans have it though) or ECM system with some weaponry to improve it's city ambush qualities.

I don't know how others read the rules, but to me... giving Heavy/Assault BA the same city mobility in the same way one might a PAL/Light/Heavy just doesn't make a bucketload of sense. I can't imagine a Sloth or Fernir climbing stairs, could you?

Now I CAN see subterranean tunnels big enough for BA to move through the city and pop out where they want to go... particularly for Clan-embattled Lyran cities and as a outgrowth of Sloth tactics. In that regards, Lyran BA can be quite useful. A Squad of Fernir may not be durable in combat, but have them pop up out of that park memorial/hidden door at the right point... four MPL's to the back can wreck even a Dire Wolf's day if he is otherwise engaged. It's a pincer tactic move... if enemy Elementals don't dampen your day
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sillybrit

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Re: Battle Armor of the Week - Fenrir
« Reply #9 on: 14 December 2011, 12:03:57 »
Can equipment be mounted in a Turret, without doing a lot of shoehorning and kerfufling? I'm wondering if one could fit in a Camo (doubt the Lyrans have it though) or ECM system with some weaponry to improve it's city ambush qualities.

Non-weapon equipment can be mounted, however there are restrictions, as listed in the TM errata. For example, Camo Systems cannot be mounted on any form of modular mount, because it requires modification to the entire skin of the suit to work, not just the installation of a single discrete equipment package. Active Probes, ECM, Improved Sensors & Remote Sensor Dispensers are all viable options.

As for a Fenrir climbing stairs, I can easily picture that, it's the going down stairs that I worry about. My German Shepherd Dogs never had problems getting upstairs, but watching them going downstairs could sometimes be amusing.

Ian Sharpe

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Re: Battle Armor of the Week - Fenrir
« Reply #10 on: 14 December 2011, 13:01:54 »
Great battle armour for backstopping heavy and assault units.  Four MPLs/8 SPLs can do a number on a backstabber that pops up and doesn't see them.  The ERML configuration was a godsend, finally letting it outrange nearly every other suit while doing solid damage.  I treat it more as a disposable weapons platform and tend to get great mileage out of Fenrirs when I use them. 

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Re: Battle Armor of the Week - Fenrir
« Reply #11 on: 14 December 2011, 13:09:29 »
Quads don't get any direct mass savings, although their free ground MP can equate to a saving compared to a bipedal suit of the same ground speed.


They also have a greater top speed (ground).
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Einhander

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Re: Battle Armor of the Week - Fenrir
« Reply #12 on: 14 December 2011, 13:10:39 »
Ian beat me to it.

Every time I have used these suits, I have left them running around in "reserve" 4-5 hexes behind the wall-of-lyran-overcompensation. As the battle becomes more of a brawl, or when the aforementioned backstabbers appear, then the Fenrir can pounce on a target or two before retreating. I have actually had Fenrir squads last an entire match (not in good shape but still) simply because they play tag on the outskirts of the battle instead of diving in off the bat.




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Re: Battle Armor of the Week - Fenrir
« Reply #13 on: 14 December 2011, 13:48:52 »
the wall-of-lyran-overcompensation.

 ;D Sorry, but I never heard it called that before.

The problems I've often encountered in games where the Fenrirs trail the big guns (or indeed any Battle Armor, not just Fenrirs, to be fair, although the Fenrirs suffer more) is that damnable Archer somewhere in or behind the enemy line that's loaded up with Mine Clearance Munitions, or the backstabbers first sweeping the Battle Armor before they tackle the main battle line. Of course, that delay potentially puts the backstabbers at greater risk, so it needed to be coordinated with their own battle line to keep the main enemy force occupied.

During FCCW scenarios, I liked using Minions as cheap units to target any Fenrirs acting as backstops, freeing other backstabbers to go for the main targets.

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Re: Battle Armor of the Week - Fenrir
« Reply #14 on: 14 December 2011, 14:14:54 »
@sillybrit, I sort of guessed you could swap out whole packs rather easily

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Re: Battle Armor of the Week - Fenrir
« Reply #15 on: 14 December 2011, 14:56:09 »
Fire support for infantry units. Not everything is about the big stompy robots.

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Re: Battle Armor of the Week - Fenrir
« Reply #16 on: 14 December 2011, 22:34:40 »
Am I missing something in the construction rules about quad BA being lighter or something or does it have to do with the bonus point of movement?
Thankfully this is one of the sample work-through's so improving on it easier
First up would be switching to advanced armor, that sixth point of armor is worth it and the final 10kg may come in handy later one

Next up you have several choices
  • Dropping a point of ground MP for additional armor yields 4 points, bringing the total up to gold standard of ten
  • Ditch the turret, this allows us to mount 2 more points of armor
  • Those who want the extra armor of #2 above but don't want to lose the omni like abilities of the turret can go for the most radical of all these upgrades: switch to using 800kg of Battle Armor Detachable Weapon Pack (DWP), in addition to the 2 armor points above, 150kg is shaved of, that plus the 10kg mentioned above allows for 4 more points of armor, however this is not without draws backs, using a DWP means losing 2 MP, so I advise against mixing this with #1, note that multiple DWP will be needed for multiple weapons
Or one could drop the weapons mass for a larger turret ring and armor like what I did here. Sure you can not carry an ER medium laser but you gain the ability to carry a descent sized LRM rack with plenty of ammo.

peter crowley

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Re: Battle Armor of the Week - Fenrir
« Reply #17 on: 15 December 2011, 07:35:45 »

[/quote]
I'd disagree that urban combat completely removes the armor problem. At best it mitigates the issue by increasing the chances of getting into firing range without taking fire first from longer ranged opponents. However, given that combat is simultaneous, unless you happen to backstab a 'Mech or vehicle with limited or no firepower to its rear, you're still going to be shot at once you're in a position to open fire. Once the Fenrir starts taking fire, it crumbles quicker than any other Assault suit.
[/quote]
That suggests that you aren't firing from within buildings as you should be. You can greatly increase survivability until all the buildings are obliterated.

sillybrit

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Re: Battle Armor of the Week - Fenrir
« Reply #18 on: 15 December 2011, 11:30:22 »
Yes, buildings do increase survivability vs non-Area Effect weapons, but apart from the exception of Hardened buildings, they do not "completely remove the armor problem" as you first suggested. Light to Heavy buildings only absorb some damage, thus the armor problem is only mitigated, and a Fenrir will still die quicker than other Assaults, as I noted.

If the enemy uses an Area Effect weapon, then the building does not help at all, and the Battle Armor will suffer the full force of the attack, only lessened if they happen to be above or below the immediate blast area.


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Re: Battle Armor of the Week - Fenrir
« Reply #19 on: 15 December 2011, 17:48:50 »
And hiding inside a Castle Brian is and even worse idea they don't seem to offer ANY protection

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Re: Battle Armor of the Week - Fenrir
« Reply #20 on: 15 December 2011, 19:22:56 »
Great battle armour for backstopping heavy and assault units.  Four MPLs/8 SPLs can do a number on a backstabber that pops up and doesn't see them.  The ERML configuration was a godsend, finally letting it outrange nearly every other suit while doing solid damage.  I treat it more as a disposable weapons platform and tend to get great mileage out of Fenrirs when I use them.
That gives me an interesting idea.  Nova-style units composed of a mech lance and BA platoon.  Want to get in under the minimums of that Salamander (or Thunder Hawk) lance?  Sure, run into the teeth of 16 MPLs.  Even better if the mechs are using partial cover, because the BA can remain unseen behind the hills.  Of course, infantry support for tanks is an ages old concept, so I'm sure someone's already thought of this.
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Re: Battle Armor of the Week - Fenrir
« Reply #21 on: 15 December 2011, 20:47:59 »
I like the Fenrir though i haven't gotten the chance to use in a physical game before.

Though i am sort of curious how well this thing would do if was converted to the old BattleTroop rules.  I remember even Inner Sphere BA doing farely well against troops and even BattleMech. Squad Fenrirs in Battletroops would been scary as heck to see.

I don't know if the rules in AToW is enough like Battletroops fairly show if Fenrir would be as powerful of a unit.
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Nikas_Zekeval

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Re: Battle Armor of the Week - Fenrir
« Reply #22 on: 15 December 2011, 23:06:52 »
Yes, buildings do increase survivability vs non-Area Effect weapons, but apart from the exception of Hardened buildings, they do not "completely remove the armor problem" as you first suggested. Light to Heavy buildings only absorb some damage, thus the armor problem is only mitigated, and a Fenrir will still die quicker than other Assaults, as I noted.

The joy of 'concrete armor' is that there is general more of it somewhere.  Using a parking garage (heavy structure) a Fenrir squad sniping from cover can survive even the mighty Gauss Rifle (25% damage to the infantry, or 4 points), and when that area becomes unstable, move over to the next section and repeat.

Also, how does the Fenrir stack up in the RPG environment?

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Re: Battle Armor of the Week - Fenrir
« Reply #23 on: 16 December 2011, 00:44:57 »
In purely combat terms, little different to the BattleTech scale: massive firepower, but more easily hurt in return. As I noted in the article, the turret is a godsend when comparing the Fenrir to the older Sloth upon which it is based.

Depending upon the POV of the particular GM as to just how well a 2000kg quad can maneuver inside buildings, etc - in particular the already commented upon issue of stairs - then they can struggle a little getting around, but the same is mostly true for an Assault. Of course, the biggest problem is the lack of manipulators. With a little creative player thinking, even the clumsy Battle Claw can sometimes be used for tasks other than clamping onto things or ripping stuff apart, but with a Fenrir the only option is to get out of the suit if nobody is around to help. That can be bad for the pilot. Oh yes, very bad.

I haven't used them in the latest RPG rules, so can't really comment how they'd work, although some issues will be the same.

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Re: Battle Armor of the Week - Fenrir
« Reply #24 on: 16 December 2011, 01:12:22 »
I wonder if there is a way of righting a rolled Fenrir? A 2 ton truck would be easier with no sticking out legs.

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Re: Battle Armor of the Week - Fenrir
« Reply #25 on: 16 December 2011, 01:14:45 »
I wonder if there is a way of righting a rolled Fenrir? A 2 ton truck would be easier with no sticking out legs.

This combined with the stairs comment to imaging a Fenrir replaying the scene of the ED 209 prototype trying to follow the title character down a flight of stairs.   >:D

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Re: Battle Armor of the Week - Fenrir
« Reply #26 on: 16 December 2011, 01:26:04 »
The legs look like they could probably rotate straight fore and aft - perhaps a special non-motive setting specifically to assist in helping an upturned Fenrir be righted.

Jellico

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Re: Battle Armor of the Week - Fenrir
« Reply #27 on: 16 December 2011, 02:45:21 »
looks like there is an opposable thumb on the fore legs.

Welshman

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Re: Battle Armor of the Week - Fenrir
« Reply #28 on: 16 December 2011, 17:15:06 »
looks like there is an opposable thumb on the fore legs.

"Don't worry, it can't get through that armored door..."

<creak>

"Unless it opens it with its paw. We're so dead."

The Fenrir makes me think of Gozerian Hound from Ghostbusters.

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sillybrit

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Re: Battle Armor of the Week - Fenrir
« Reply #29 on: 16 December 2011, 17:32:30 »
Thank you! That's the image that's been in my mind, but for the life of me I couldn't recall where I'd seen it or what it is.